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Everything posted by AerialAssault
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It's not possible to solo Reichsman in Barracuda, unless you're a Defender or Mastermind. Reichsman goes into phase at 50%, every time, without fail, then rapidly regenerates up to full health. There is no cooldown on this either, so without a Defender or Mastermind, it is not possible to defeat Reichsman. Unless that TW/Bio Scrapper was able to do over 12,000 damage when Reichsman was at 51% health in one hit, they were probably talking about the Dr. Kahn version of Reichsman. If your temporary power runs out, you can step back into the Empowerment Machine to get a recharge, it just won't appear on your powers bar straight away.
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I think the answer is that the strike force is not meant to be duo'd, at least, that was not the Live Dev's intention. Back then, Strike Forces required a minimum of four players, so they designed it on the basis that there would be at least four players cycling their powers to deal with the waves.
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For a moment I thought that "un-stealth" would mean your character would be more noticeable, like having a bright red outline around them. On a personal level, while I think it is annoying for hostages etc. to constantly get lost because of something like Steamy Mist, it is an easy fix (de-toggle the power). If someone is being a dick by not de-toggling it then you know that's not someone to team with in the future. I've said it before, but if all hostages/allies behaved like some of the newer NPCs did and never lost Line of Sight, that could be a potential fix. But, until then, if people want a way to suppress the stealth element of their power (semi) permanently, then all the more power to them.
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Give Radiation Blast Toxic Damage
AerialAssault replied to Alchemystic's topic in Suggestions & Feedback
Talking semantics here, Radiation shouldn't really do Toxic damage at all. Most Toxic damage in the game is from a biological or chemical attack, whether that be a poisoned dart, puke, or a concoction of deadly chemicals that D.U.S.T spray from their guns. But I'm talking pure semantics about a game running on comic book logic. If the issue with Radiation Blast is that it doesn't do a lot of damage, I'd suggest as an easy fix to just .. increase it's damage values. Dunno for how much, or for what powers, but that seems like the obvious solution to me.- 28 replies
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Give Sprint a Minimal FX Option
AerialAssault replied to Starforge's topic in Suggestions & Feedback
Afraid of a little bit of dust? Sorry, maybe this game is a bit too hardcore for you, might I suggest something a bit more casual like Fortnite? -
Contrary to popular belief, it is not as simple as pressing 'Undo'. Other servers have managed to do this because it was their primary goal. The Devs here have made it pretty clear that they want to take the game forward, not backward, in the future. In the meantime, if playing on Rebirth isn't your style you can still level the old way. Just don't use the P2W Vendor or AE and you're golden.
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So are we making this game easier or harder or what. Please Suggestions, make up your mind.
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Eco-Friendly Powerset Recycling!
AerialAssault replied to Alchemystic's topic in Suggestions & Feedback
Not going to lie, today while feeling sorry for myself for being ill, i'd wondered about Force Field as a Defence set, and you were about 75% the same as my idea. Mine was a bit more convoluted, involving a 'Expand/Retract' inherent power which would lower the overall potency of the powers but make them AoE's instead when set to max range, making the set a Support/Defence hybrid... but I'm always a sucker for "less is more" so I think yours is better in that regard.- 792 replies
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A small splash heal would boost the utility of the power, and also means you can (sort of) heal yourself with it. As it is, although it has a strong healing component (based on how much it heals and the stupid fast recharge) it's compounded by the slow projectile travel time.
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Claws Shockwave Needs ... Something
AerialAssault replied to krj12's topic in Suggestions & Feedback
Better suggestion: make it so that Shockwave throws a giant Frisbee -
I'll take some off your hands if its weighing you down, @Aerial Assault on Everlasting.
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I think the issue is the Tank leaving stragglers behind, and not a games design flaw. We'll just have to file this under "difference of opinion" because on a personal level, I don't mind picking off stragglers, unless the Tank is leaving behind big blobs of Bosses. I was never around for the map herding days but to me that sounds really dull, boring & not engaging at all.
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One of the brilliant things about City of Heroes is that characters in a team should (in theory) be able to deal with a small amount of aggro spill. This isn't other MMO's where one enemy running amok can wreak havoc.
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Unpopular opinion: The aggro cap is a good thing.
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Eco-Friendly Powerset Recycling!
AerialAssault replied to Alchemystic's topic in Suggestions & Feedback
Advanced Tactics - Support Set - Defender Primary, Controller/Corruptor/Mastermind Secondary Your superhuman grasp on tactics allows you to manipulate foes into leaving openings and driving your allies to exploit those advantages. Your knowledge goes beyond a mere academic study; you can visualise fights and execute plans faster than any ordinary tactician. You support your team by enhancing their offensive potential and giving them forewarning of enemy attacks. Advanced Tactics' mechanic is Co-ordination. Co-ordination is applied in two ways: by attacking enemies affected by Advanced Tactics' debuffs, or by receiving it's buffs. Co-ordination is a buff that can only be granted once, further applications only refresh it's duration. It has a short, ~5-15 second duration, but it is a short range, low strength PBAoE Defense (Melee, Ranged & AoE) buff. The PBAoE element can overlap, like Phalanx Fighting from Shield Defence. - Tier 1 Power: Exploit. You exploit an opening in an enemies defence. You greatly reduce a single target's Defence and also their Resistance. In addition, the target takes additional Lethal damage whenever they are hit by a power. Single-Target Debuff, Fast recharge, sets accepted: Defence Debuff & Accurate Defence Debuff. Animation: Surveillance from Munitions Mastery - Tier 2 Power: Morale Boost. Your words of encouragement embolden your allies. You instil a short but powerful Regeneration, Recovery & Recharge buff into nearby allies. PBAoE buff, Moderate recharge, sets accepted: Healing, Endurance Modification. Animation: the old Moment of Glory fist pump, Heal Other aura on affected characters - Tier 3 Power: Sudden Charge. You declare a sudden charge or counterattack. You and your allies gain bonus Accuracy & Damage for a short time, and a Movement Speed increase for a longer time. PBAoE buff, Slow recharge, sets accepted: ToHit Buff, Universal Travel. Animation: the Charge emote, Clarity aura on affected characters - Tier 4 Power: Demoralise. You demoralise a single target, causing them to shake helplessly in Fear. In addition, their Accuracy & Recharge are significantly reduced. Single-Target Fear & Debuff, Fast recharge, sets accepted: Fear, ToHit Debuff & Accurate ToHit Debuff. Animation: Intimidate from Presence, same VFX as any of the Dark Fear powers. - Tier 5 Power: Superior Maneuvers. When the time is right, your spring your contingencies. When activated, you grant yourself and allies a powerful Defence (All) buff. Afterwards, you continue to flow and adapt to the battle, providing a moderate Defence (All) buff to any allies nearby. Toggle PBAoE buff, initial high buff, tapering off and de-toggling after 1 minute, Long cooldown, sets accepted: Defence. Animation: Maneuvers from Leadership but with a more flashy SFX. - Tier 6 Power: Ambush. The element of surprise can tip the scales of any battle. You place yourself and your allies into Stealth, becoming undetectable unless at close range and able to avoid AoE's with a large Defence (AoE) competent. The first attack launched from Ambush triggers a double-hit and a low magnitude Fear effect. Afterwards, affected allies have their Accuracy & Damage increased by a small amount for 1 minute. PBAoE buff, Very Long recharge, sets accepted: Defense, Fear & ToHit Buff. Animation: Accelerate Metabolism, it's a stealth effect. - Tier 7 Power: Mind Games. You can turn an enemies doubts against them, sowing discord amongst their ranks. A contagious Confusion power with a short area of effect. Targeted AoE Confusion power, Long recharge, sets accepted: Confuse. Animation: Clarity from Sonic Resonance - Tier 8 Power: Last Stand. You can still snatch victory away from the jaws of defeat. You bring back allies nearby from the brink of defeat, restoring them to full health & half endurance. They are also Untouchable for 15 seconds. Targeted AoE Revive, Very Long recharge, sets accepted: Healing, Endurance Modification. Animations: Roman's yell CC resist buff - Tier 9 Power: Martyrdom. Your defeat is all according to plan. When defeated, you may activate this power to give all of your allies a powerful Defence (All) & Accuracy buff. AoE Buff, Very Long recharge, sets accepted: Defence, ToHit Buff. Animation: VFX on allies is Vengeance. I came up with this in like, less than an hour, feel free to tear it apart 🙂- 792 replies
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I'm not saying that Dominator's don't (I'm not sure where you got that from), but an Illusion Control Dominator would have only half of their primary powers qualifying to build Domination. That puts them at an immediate deficit versus other control sets.
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There's also the issue of building Domination in the first place. Illusion Control has two non-attacks (Superior Invisibility & Group Invisibility). As far as I am aware, Dominators only build Domination from attacks, so right there is two powers which do not contribute. In addition, I do not believe, but I may be wrong about this, that Pets build Domination when they attack. Since Illusion Control is all about the Pets, that adds 3 more powers into the Not Building Domination category. That would leave you with only 4 Domination building attacks from your Primary set (Spectral Wounds, Blind, Deceive & Flash), and two of those do not deal damage. There also comes the question of how Domination affects Pets. Again, as far as I am aware, Pets do not benefit from Domination's increased Crowd Control, but only the Spectral Terror casts any Crowd Control (Fear), so 1 out of 3 isn't exactly great. Even if you look at the rest of Illusion's powers, you again have two powers which would not benefit from Domination (the Invisibility powers), leaving only Deceive, Blind & Flash. So that's less than half of your powers benefiting from Domination. And if we're being Real, they're not very good powers. Now, while I'm not saying it would be impossible to activate Domination, you would have to work twice as hard as any other Dominator to do so. The payoff, I guess, is that Phantom Army would become a god-tier power for Dominators, but putting that much stock into one power, I feel, cannot be good. Basically, what I'm saying is that if/when Illusion Control is added to Dominators, it wouldn't (or shouldn't) be a simple CTRL+C, CTRL+V affair.
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Switch "Echo" zones to free for all zones
AerialAssault replied to Glacier Peak's topic in Suggestions & Feedback
Why do Echo zones even need "more foot traffic"?. They're snapshots of a time gone-by, a faded memory kept alive by literal techno-magic, an interactive museum of what once was. I don't really see why they should be anything more than that. -
Please make obsolete content playable again.
AerialAssault replied to GuilmonDude's topic in Suggestions & Feedback
Never thought I'd see the day when people wanted to go back to grinding, but here we are. -
The thing with the ambushes in Mayhem missions is that they are semi-controllable by the players. Longbow/PPD ambushes do spawn periodically as a "Hurry the F up!" mechanic, however they also spawn whenever a side mission is completed or in progress (or both). Smashing up objects and beating up the PPD stood around can also spawn additional ambushes. If a team is spread out completing multiple side missions and causing mayhem in separate areas, they're probably going to be overwhelmed. When they're in jail they get a minute or two before the horde is upon them, which is more than can be said for this mission. I've been in these situations before on Mayhem missions, but the key here is that we genuinely messed up big time by taking on more than we could handle. We were able to complete the mission with scant seconds remaining, but that situation was one of our own flawed design. And if we had ran out of time, guess what would happen? It certainly wouldn't have been "Get Spawn Camped Until You Log Out". My point is, with Mayhem missions and Cascading Ambush Failure, it is almost always down to the players deliberately biting off more than they can chew. With this mission, if victory is not guaranteed then we must accept that players can fail at a key juncture in circumstances beyond their control. Remember, it is possible to do everything right and still fail. Maybe an enemy gets a lucky hit in that causes a defence crash, or the support is Held at an inopportune time. The Controller could miss half a mob with their AoE CC, and get flattened as a result. The actions of players may tip the advantage in one way or another, but they are not responsible for the challenges that the mission has set before them (beyond their own difficult settings, but let's be real, even at -1, you aren't getting out of that hospital if you have 3-7 mobs on top of you when you spawn). By contrast, if you go around tagging every secondary objective in a Mayhem mission, you cannot be surprised when a regiment of Longbow descend upon you to kick your ass. If you don't want that to happen .. don't do it.
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The key difference is that Mayhem missions have a time limit, so eventually you'll be put out of your misery. This is the point of contention with regards to this mission. Spawn camping the players is a failure of games design. As a games designer, you want the flow of play to be continuous. If you're holding the players head underwater and saying that the only winning move is not to play, you've failed at your job. I don't know many games, even ones designed to be difficult, which will knowingly trap players in a loop they can only escape by turning the game off. Bad Games Design
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Yes, this is exactly what myself and others have been saying. The way ambush AI is scripted (or at least, some ambush AI, it's not consistent) is that they will chase player characters to the ends of the Earth. They can see through stealth, they ignore any aggro that isn't a taunt so RIP Masterminds, and they start homing in on the first character who re-enters the map as they're loading in and unable to defend themselves. The cheapest of cheap shots. If Ambush AI didn't do that, and instead turned 'dormant' after a fight, then scenarios like this wouldn't happen.